The Cosmic Alignment[]
When the planets align with the center of the universe and the Earth falls under the shadow of an eclipse, that which would devour all life seeks to pierce the veil that keeps the darkness at bay.
Gameplay[]
- When the Omen advances to the red space of the Omen track, place 1 Eldritch token on that space.
- At the end of the Mythos Phase, if 2 Mysteries have been solved or there are 3 Eldritch tokens on the red space of the Omen track, flip this sheet and and resolve "The Portal Opens!" effect.
- If Doom advances to zero, investigators lose the game.
Setup[]
Set aside all Syzygy Special Encounters. Set up the Mystic Ruins Encounter deck.
Cultists[]
Cultist | |
Toughness: * | |
+1 | * |
1 | |
* Horror is equal to the number of Eldritch tokens on the red space of the Omen track and toughness is equal to that number +1. |
Mythos Deck[]
Stage I: | 0 | 2 | 2 |
Stage II: | 3 | 3 | 0 |
Stage III: | 3 | 5 | 0 |
Mysteries[]
Mystery | Type | Set | |
---|---|---|---|
Discovery of the Cosmic Alignment | Research Encounter | ||
Fortifying the Barrier | Special Encounter | ||
Plea to the Court of Azathoth | Eldritch Tokens | ||
Relics of the Ancient World | Item Requirement | ||
Shrouded in Mysticism | Miscellaneous | ||
Unearthly Piping | Miscellaneous |
Research Encounters[]
City Encounters:
ID # | Set | Encounter |
---|---|---|
1 | Gazing at the sun, you have a sudden epiphany regarding the effects of a planetary occultation on dimensional stability and become distracted (). If you pass, gain this Clue. If you fail, you hit your head on a low-hanging street sign and forget all about it; gain a Head Injury Condition. | |
2 | A local collector is rumored to have the item you seek (). If you pass, you convince him that lending it to you will serve the greater good; gain 1 Relic Unique Asset. If you fail, he feels threatened by your interest in his property and summons the authorities; gain a Detained Condition. | |
3 | The relic is pivotal to the machinations of the followers of the Idiot God. You won't let them keep it (-1). If you pass, you replace it with a clever imitation; gain this Clue and 1 Relic Unique Asset. If you fail, spawn 1 Monster on each space containing a Gate. | |
4 | The veil between realities is weakening across town (). If you pass, you locate the disruption and warn the locals to evacuate; gain this Clue and 1 additional Clue. If you fail, entire city blocks are lost overnight; advance Doom by 1 for each Eldritch token on the Omen track. | |
5 | Asleep in your hotel, you dream of ancient civilizations fighting unspeakable horrors (). If you pass, you have been chosen to take up their fight; gain this Clue and 1 Task Unique Asset. If you fail, the visions haunt you; lose 2 Sanity for each Eldritch token on the Omen track. | |
6 | You lead the police to the abode of a madman you think is behind a recent killing (). If you pass, you discover the man hidden in a basement closet, babbling about the Daemon Sultan; gain this Clue. If you fail, the house is empty, and the police turn their suspicions on you; gain a Detained Condition. | |
7 | The alley warps and bends as a putrid abomination leaps out of a blurry haze (-1). If you pass, the beast fades into thin air; gain this Clue and 1 additional Clue. If you fail, you suffer a grievous wound and must crawl to a nearby hospital; lose 1 Health and become Delayed. | |
8 | You pore over your notes for anything that might explain the recent cosmic anomalies (-1). If you pass, you realize they are increasing in frequency as the eclipse nears; gain this Clue and improve . If you fail, after hours of finding nothing, your mind grows weary; lose 1 Sanity. | |
9 | An unfortunate soul has slipped through the veil, only to become stuck outside of time and space. Only forbidden magic can rectify the situation. You may gain a Dark Pact Condition to gain this Clue and 1 Character Unique Asset. | |
10 | The museum custodian offers to let you keep one of the objects, if you can tell him where it came from (-1). If you pass, you know it to be of Polynesian make; gain this Clue and 1 Relic Unique Asset. If you fail, it bothers you for days; lose 1 Sanity and gain a Paranoia Condition. | |
11 | When the topic of ocean tides comes up at a seminar on celestial syzygies, a smug student engages you in a heated debate (-1). If you pass, the gray-haired lecturer is impressed by your grasp of the concepts; gain the Professor Rice Unique Asset. If you fail, your opponent's maddening ideas disturb your calm; lose 1 Sanity. | |
12 | Records indicate that an old shrine should be located in the area, but hundreds of years of construction have hidden it (-1). If you pass, you manage to find the shrine in the basement of an old factory; gain this Clue and improve . If you fail, the search drives you mad; lose 2 Sanity. | |
13 | Miraculously, the book you are looking for is on its proper shelf. You learn much of the Court of Azathoth. Gain this Clue. The magic once used to combat the Outer Gods stirs within you (). If you fail, you are unable to master your own magic; lose 2 Sanity for each Glamour Spell you have. | |
14 | The study of druidic texts reveals that there may be more to the old magic than once thought (-1). If you pass, you discover humans who died fighting the Outer Gods left behind powerful magic spirits; gain this Clue and 1 Glamour Spell. If you fail, you become further confused; lose 1 Health. | |
15 | You attempt to perform a ritual purported to locate sites of power (). If you pass, you are shown visions of an endless wall; gain this Clue. If you fail, you slip into a coma, and many days pass before you awake; become Delayed and advance the Omen by 1 without advancing Doom. | |
16 | A collector boasts of a device that you could use to delay the eclipse (-1). If you pass, he allows you use of his collection; gain this Clue, and you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, he swindles you; discard 1 Trinket possession. | |
17 | Your possessions whisper to you, warning of a grave threat from the center of the universe. Lose 1 Sanity for each Relic possession you have. You attempt to exorcise the objects (). If you pass, you reveal a spirit trapped for centuries by agents of the Outer Gods; gain this Clue and 1 Glamour Spell. | |
18 | You notice a peculiar rift on a busy street (). If you pass, you identify the source and steer the crowd away; gain this Clue. If you fail, a man becomes trapped, but saving him would require widening the rift; lose 3 Sanity and discard this Clue unless you advance the Omen to the red space of the track without advancing Doom. | |
19 | You infiltrate a suspected cultist hideout and discover plans for a dark ritual related to the solar eclipse. Gain this Clue. You think you can sabotage their magic by adding your own personal touch. You may discard 1 Spell to move the Omen counterclockwise by 1 without advancing Doom. | |
20 | While tracking a cult, you come upon a group that committed ritual suicide. Tasting their blood might aid you in tracking the others (-2); you may gain a Dark Pact Condition to roll 3 additional dice. If you pass, you find the remaining members of the cult and undo their work; gain this Clue and close 1 Gate of your choice on any space. | |
21 | A library's text features a theory about a mindless evil that resides at the center of the universe. Gain this Clue. You quickly leave with your notes (). If you fail, in your haste, you do not return the book to its proper shelf, making finding it later a frustrating task; advance Doom by 1. | |
22 | A local constable offers to share information on the vandalism of nearby ruins, but suggests you take care that you are not followed (). If you fail, your inquiries do not go unnoticed; advance Doom by 1. Whether you pass or not, gain this Clue. | |
23 | Hearing of your investigation, a stranger brings you news of rifts in the city. Gain this Clue. The stranger seems intrigued by your work, and asks you many questions (-1). If you pass, gain 1 random Ally Asset from the deck. If you fail, he turns out to be working for someone else; a Cultist Monster ambushes you! | |
24 | You try to convince a local archaeologist to change the destination of his survey by providing him with information of a more lucrative site (. If you pass, he later sends you the results of his trip; gain this Clue, and you may shuffle the Mystic Ruins Encounter deck. If you fail, he is never heard from again; advance the Omen by 1. |
Wilderness Encounters:
ID # | Set | Encounter |
---|---|---|
1 | Your observations of movements in the night sky indicate that a minor alignment of stars will open a rift to another time. Gain this Clue. You think you know how to stop it (-1). If you fail, no ritual you perform nor incantation you utter can prevent the rift from opening; spawn 1 Gate. | |
2 | In your haste to survey the unusual forest clearing, you nearly miss a subtle placement of smooth stones (). If you pass, you deduce that they are positioned to counter the destabilizing effects of a lunar eclipse; gain this Clue. If you fail, you trip over them and fall; gain 1 Injury Condition. | |
3 | You uncover a magical prison, set in place by indigenous tribes of ages past. Gain this Clue. During your inspection, you mistakenly contact the trapped entity, and it attempts to use your own magic to free itself (). If you fail, it uses you as a catalyst to return home; spawn 1 Gate. | |
4 | The ancient relic is guarded by a powerful explosive ward! Lose 2 Health if the current Omen is blue. When the smoke clears, you try to find a safe path to the object (-1). If you pass, you make it safely by avoiding stones touched by starlight; gain this Clue and 1 Relic Unique Asset. | |
5 | Eager to find a vantage point from which to locate the dilapidated ruins, you climb the highest tree you can find (-1). If you pass, you see the ruins protrude above the trees in the distance; gain this Clue and 1 additional Clue. If you fail, the branch you are perched on cannot hold your weight, and you fall; gain a Head Injury Condition. | |
6 | You do your best to translate the scribbles on the time-worn stone (). If you pass, you find instructions to activate an ancient barrier; gain 1 Task Unique Asset. If you fail, you accidentally activate a defensive ward; lose 2 Health. | |
7 | You attempt to track the dark practitioner through the woods at dusk (). If you pass, you are able to keep pace with him and learn of his destination; gain this Clue. If you fail, he manages to evade you; move this Clue to the Mystic Ruins space. | |
8 | You find a fallen standing stone at a dig site in the mountains and attempt to right it (-1). If you pass, you manage to lift it, unblocking the flow of energy along the leyline; gain this Clue and 1 additional Clue. If you fail, you collapse under the strain; gain a Back Injury Condition. | |
9 | At a ruined temple in the hills, you attempt to communicate with the spirits of the people who once lived here (-1). If you pass, the spirits identify you as a friend and infuse you with lost knowledge; improve and . If you fail, they perceive you as a threat, and expel you magically from their temple; move to a random space. | |
10 | The hills before you contort and spin. The stars bear down upon you from their lofty perch. Lose 2 Sanity if the current Omen is blue. The stars and moon seem to dance in the night sky (). If you pass, you record the position and phase of the moon during the event; gain this Clue. | |
11 | Rumors of a haunting melody that drives men mad have led you to an abandoned but in the woods. Gain this Clue. Before you can search the hut, a raving madman emerges and attacks! A Cultist Monster ambushes you! If you defeat it, gain 1 Relic Unique Asset. | |
12 | A glassy eyed hermit offers to share with you rituals used to activate ancient sites of power, in exchange for a favor. You may gain an Agreement Condition to gain this Clue and 1 Tome Artifact. After the meeting, the hermit vanishes, leaving you wondering if he existed at all. Lose 1 Sanity. | |
13 | You try to imitate the dress of the cultists that worship the Idiot God (). If you pass, you are able to sneak into one of their woodland meetings to observe their ritual; gain this Clue. If you fail, you are caught, and they try to sacrifice you; lose 3 Health unless you discard 1 Ally Asset. | |
14 | At a forgotten shrine in the mountains, you find a powerful idol that strengthens the ancient barrier. There is nothing stopping you from taking it, but doing so will weaken the barrier. You may advance the Omen to the red space of the track without advancing Doom to gain the Dragon Idol Artifact. | |
15 | In the night, the spirit of a Polynesian warrior visits you and offers to lend you his power (-1). If you pass, you realize you are not dreaming; gain 1 Glamour Spell. If you fail, the dream lingers in the morning; gain a Hallucinations Condition. Whether you pass or not, gain this Clue. | |
16 | As you sleep under the stars, the magic within you stirs, whispering in the back of your mind. Resolve the effect of each Glamour Spell you have. You listen carefully to the whispered words (). If you pass, you realize that the position of the stars has caused this stirring; gain this Clue. | |
17 | You attempt to align a ring of standing stones, but the faded schematic is difficult to read (-1). If you pass, you manage to correct the stones' spacing; gain this Clue, and you may move the Omen counterclockwise by 1 without advancing Doom. | |
18 | A malevolent spirit traps you in a magical snare and will release you only if you can answer its riddle (). If you pass; gain this Clue and 1 Glamour Spell. If you fail, it starves you for days before you escape; lose 1 Health and 1 Sanity. | |
19 | You hide and watch a dark ritual (-2). If you pass, you learn that these cultists are performing prayers to Azathoth; gain this Clue. If you fail, the robed figures spot you; a Cultist Monster ambushes you! If you defeat it, gain this Clue. | |
20 | Your intent was to bolster the barrier, but you came unprepared. You must locate a stone of the proper size or the warding ritual will fail (). If you pass, gain this Clue, and you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, advance the Omen by 1. | |
21 | You attempt to subvert the cultist's magic by posing as one of them (-1). If you pass, your subtle magic ruins their rituals; close 1 Gate of your choice on any space. If you fail, you get carried away and remember only fragments of the dark deeds you performed; gain an Amnesia Condition. | |
22 | You find a weathered Chinese bracelet near a circle of standing stones, but are unsure how it came to be there (). If you pass, you find telltale signs of a dimensional rift; gain this Clue, and you may shuffle the Mystic Ruins Encounter deck. If you fail, it confounds you; lose 1 Sanity. | |
23 | The nature of the proposal which the dark eyed hunter offers you is disturbing, but not half so much as the monotonous melody he plays on his flute. You may gain a Dark Pact to gain this Clue and 1 additional Clue. | |
24 | You attempt to fend off the cultists and free their prisoner (). If you pass, they flee, and the released captive is extremely grateful; gain 1 random Ally Asset from the deck. If you fail, the prisoner is sacrificed to Azathoth; advance the Omen by 1 without advancing Doom. |
Sea Encounters:
ID # | Set | Encounter |
---|---|---|
1 | As you lift the ancient astrolabe from its pedestal, the island begins to sink (-1). If you pass, you disable the mechanism; gain this Clue and 1 Relic Unique Asset. If you fail, the current rips it from your grasp as you escape; move this Clue to the nearest space containing a Gate. | |
2 | Suddenly, your ship is no longer sailing on the ocean, but in a sea of stars (-1). If you pass, you keep your composure and observe the positions of the stars; gain this Clue and 1 additional Clue. If you fail, the alien ocean is terrifying; lose 1 Sanity and gain a Hallucinations Condition. | |
3 | The bearded captain of the alabaster ship offered you free passage to your destination, but now he wants something from you to take you farther. You may gain an Agreement Condition to gain this Clue and 1 additional Clue. | |
4 | The thin, monotonous wail of a flute echoes over the water (-1). If you pass, you overcome the feeling of dread and strengthen your resolve; gain this Clue and 1 Task Unique Asset. If you fail, lose 2 Sanity and gain 1 Madness Condition. | |
5 | A grizzled old sailor regales you with tales of bizarre sightings at sea during the solar eclipse (). If you fail, you do not notice him pocket some of your possessions; discard 1 Item possession. Whether you pass or not, gain this Clue. | |
6 | You find a weathered warding stone on a small uncharted islet (). If you pass, you discern that its power remains intact; gain this Clue and 1 additional Clue. If you fail, you believe it to be inert and move it, accidentally dispelling its magic; investigators as a group discard 1 Clue for each Eldritch token on the Omen track. | |
7 | While escorting a renowned astronomer to the island observatory, a sudden change in the tides has put you in danger (-1). If you pass, you navigate the difficult waters, and the grateful astronomer joins your cause; gain this Clue and 1 random Ally Asset from the deck. If you fail, your boat runs aground; become Delayed. | |
8 | You discover a tribe of shamans on an uncharted isle. They offer to bestow their magic upon you, but you fear they desire your treasure (); roll 1 fewer die for each Relic possession you have. If you pass, you overcome your prejudice and accept their offer; gain this Clue and improve . | |
9 | You sneak aboard a pirate ship that recently raided some ancient ruins (). If you pass, you recover what they stole; gain this Clue and 1 Relic Unique Asset. If you fail, they spot you and use their new weapons against you; lose 1 Health and 1 Sanity for each Eldritch token on the Omen track. | |
10 | Before long, the unmarked ship is upon you, and you are boarded by a group of robed assailants. A Cultist Monster ambushes you! If you defeat it, you identify the cultists as fanatics who worship Azathoth, and commit their likeness to memory; gain this Clue and improve . | |
11 | A dimensional rift threatens to engulf your ship, and you attempt a ritual to mend the tear (). If you pass, the rift closes; gain this Clue. If you fail, your ritual attracts unwanted attention from the other side; a Monster ambushes you! | |
12 | You wake to find the pale white spirit of a wizened shaman in your cabin, speaking to you in an unknown tongue (). If you pass, you manage to decipher his warning; gain this Clue. If you fail, he conjures an image of a faraway place; move this Clue to the Mystic Ruins space. | |
13 | A rift has revealed a system of underwater caverns. You must move quickly to explore them before the rift fades (). If you pass, you find lost treasure; gain this Clue and 1 Magical Artifact. If you fail, the rift closes while you are inside; lose 2 Health for each Eldritch token on the Omen track. | |
14 | Hundreds of voices speak to you at once, urging you to return your prized relics to the sea (). If you pass, you hear the name Itzamna and recognize it as a Mayan god; gain this Clue. If you fail, you fear the voices will never be silenced; lose 2 Sanity for each Relic possession you have. | |
15 | In the cargo hold, you work quickly to find the book you have been searching for (-1). If you pass, you manage to find it; gain the Necronomicon Artifact. If you fail, the captain catches you stealing his cargo; move to the nearest City space and gain a Detained Condition. | |
16 | As a green comet crosses the sky, you feel an alien entity probing your mind (); roll 2 fewer dice if the current Omen is green. If you pass, a protective spirit intervenes; gain this Clue and 1 Glamour Spell. If you fail, the shan crawls inside your head and controls you; advance Doom by 1. | |
17 | You find a waterlogged chest filled with scrolls and gold from the Ming dynasty. Gain this Clue and improve . You quickly read the scrolls, eager to add the coins to your collection (); roll 2 fewer dice if you have 1 or more Relic possessions. If you fail, you miss the bloodstained scroll warning of the treasure's curse; advance the Omen by 1. | |
18 | You attempt to summon the wind to hasten your voyage (-1). If you pass, you arrive in time to see a peculiar meteor shower; gain this Clue, and you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, you summon a flying polyp instead; lose 2 Health. | |
19 | You discover a tribe of Mayans on an island that should be deserted and attempt to communicate with them (-1). If you pass, they teach you the magic that brought them here; gain this Clue and 1 Glamour Spell. If you fail, they grow distrustful of you and vanish with a flash; advance the Omen without advancing Doom. | |
20 | You attempt to hold your breath and reach the submerged treasure (). If you pass, you discover tablets indicating that ancient civilizations knew much of astronomy; gain this Clue. If you fail, you nearly drown; lose 2 Health. | |
21 | You dream of a solar eclipse (). If you pass, you remember useful information when you wake; gain this Clue, and you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, you misinterpret a vital warning; spawn 1 Gate unless you discard 1 Relic possession. | |
22 | Your voyage follows a powerful leyline to a large rock jutting out of the sea. A tiny stone atop the rock, miraculously untouched by the waves, feeds power to the barrier, but it could be redirected if you wished. You may advance the Omen to the red space of the track without advancing Doom to close 1 Gate of your choice on any space. | |
23 | The Sea Oracle will reveal a path to you, if you can match her wits (). If you pass, she shows you visions of the places you must go; gain this Clue, and you may shuffle the Mystic Ruins Encounter deck. If you fail, you become her thrall, and remain in her cave for days; become Delayed. | |
24 | The location of the disappearing island is related to the position of the stars (+1); roll 1 fewer die for each Eldritch token on the Omen track. If you pass, you manage to find it; gain this Clue. If you fail, you become lost at sea; become Delayed. |
Special Encounters[]
ID # | Set | Initial Text | Pass Effect | Fail Effect |
---|---|---|---|---|
1 | As you approach the decrepit ruins, you feel an alien presence try to force its way into your consciousness. You suspect it to be one of the shan, a race of Azathoth worshiping insects, and try to resist (-1). | Rejecting the alien presence, you set about searching the area, but the spirits that once kept the grounds are missing (). If you pass, you find them imprisoned, and release them; place this Eldritch token on the active Mystery. If you fail, you suspect the shan destroyed them; lose 1 Sanity. | You feel your grip on reality slipping as the alien's mind joins with your own. You attempt to banish the creature before it has completely merged (). If you fail, you become the host of the parasite; gain 1 Bane Condition. | |
2 | Much to your dismay, the guardian spirits in the ruins are extremely angry and blame you for the deteriorating state of the world. They do not seem to hear you, but you do your best to reason with them (-1) | Pacified, the spirits ask you to lend them your strength so that the barrier may again grow strong (). If you pass, place this Eldritch token on the active Mystery. If you fail, your mental endurance is insufficient, and your mind reels from the attempt; gain 1 Madness Condition. | The spirits are unwilling to listen to your reasoning, and fly at you in their rage. You do your best to escape and avoid their baneful touch (). If you fail, lose 2 Health for each Eldritch token on the Omen track. | |
3 | A colossal stone door stands before you, covered in runic writing. You believe it to be a riddle, and though your understanding of the ancient language is imperfect, you attempt to solve it (-1). | The door accepts your answer and begins to slide open, but the ancient mechanism becomes stuck (). If you pass, you pry it open and are able to enter the ruins and continue your work; place this Eldritch token on the active Mystery. If you fail, you hurt yourself trying to push it open; gain 1 Injury Condition. | The doors rejects your answer and remains locked. You despair that too little time is left until the eclipse to suffer such setbacks, but you try not to feel overwhelmed (). If you fail, lose 2 Sanity for each Eldritch token on the Omen track. | |
4 | The towering statues that dot the landscape are covered in hundreds of magical runes that once powered the ancient barrier, but many have faded, leaving them useless. You attempt to painstakingly recreate them (-1). | You successfully repair not only the barrier, but the warding runes that once protected the ruins as well (). If you pass, you carefully avoid the wards and leave the area; place this Eldritch token on the active Mystery. If you fail, the runes detonate; lose 2 Health. | During the process, a group of visiting historical society members catches you hastily etching the runes and accuse you of vandalism (). If you fail, they summon the authorities; gain a Detained Condition. | |
5 | The forces that once governed the ruins have become corrupted. Instead of feeding power to the barrier, they are draining it. As you make your approach, the forces turns against you, wracking your body with intense pain (). | Once inside, you attempt to locate the source of the corruption, but the searing pain is distracting (-1). If you pass, you find a standing stone that is out of place and adjust it; place this Eldritch token on the active Mystery. If you fail, the pain eventually overwhelms you; lose 1 Health and 1 Sanity. | Unable to withstand the corrupted forces, you withdraw from the ruins. The pain subsides, but you fear that your allies now think you are a coward. Gain a Paranoia Condition. | |
6 | Following a ley line from the main structures, you find a previously unmapped set of inactive ruins. From your vantage point, they appear to be untouched, but a fut feeling tells you that someone else was here recently () | You spot a recently laid trap and avoid it, but nearly run headlong into a group of armed looters and try to remain calm (-1). If you pass, you activate the ruins once they leave; place this Eldritch token on the active Mystery. If you fail, they notice you and attack; lose 1 Health and gain 1 Injury Condition. | Scanning the horizon, you are unable to spot any movement and deem it safe to approach. Suddenly, the ground beneath you gives away as you tumble into a pit trap. Gain a Head Injury condition. | |
7 | Rumor has it that the timeworn structures have been inhabited by a cult worshiping Azathoth. They have turned the ancient power towards dark purposes. As you approach the ruins, you are overcome by waves of irrational fear (). | You realize the fear is being caused by a dark hex placed on the ruins and attempt to dispel it (-1). If you pas, you turn the magic against the cult; place this Eldritch token on the active Mystery. If you fail, the magic is beyond your control; lose 2 Sanity. | You flee in utter terror from the ruins, compelled by an inexplicable feeling that your deepest fears have become manifest. Gain 1 Madness Condition. | |
8 | You make your way to the site of power within the ruins. A close inspection of the nearby stones and structures reveals nothing that could be stopping the flowing of energy, yet the ruins remain mysterious inactive (). | You realize the ruins are being masked by an illusion. Your disbelief causes it to dissipate, revealing a fell spirit to be its source (-1). If you pass, defeating the spirits returns the ruins to an active state; place this Eldritch token on the active Mystery. If you fail, it erases your memory; resolve the fail effect. | You discover nothing that is out of the ordinary and give up, ignoring a faint sensation at the back of your mind that you are forgetting something terribly important. Move 1 space and gain an Amnesia Condition. |
Awakening[]
The Portal Opens!
Place 1 Clue on this sheet for each solved Mystery.
Then shuffle the Mystic Ruins Encounter deck.
Final Mystery
As an encounter, an investigator on the Mystic Ruins space may draw and resolve a Sealing the Portal Special Encounter.
At the end of the Mythos Phase, if there are Clues on this sheet equal to half + 2, the Final Mystery has been solved and investigators win the game.
The Cosmic Alignment
- When an investigator is defeated or devoured, that player is not eliminated.
- When the Omen advances to the red space of the Omen track, shuffle the Mystic Ruins Encounter deck.
- When Doom advances to zero, investigators lose the game.
- : If there are no Gates on the game board that correspond to the current Omen, advance the Omen by 1.
Cultist | |
Toughness: * | |
* | |
2 | |
* Horror and toughness are each equal to the number of Eldritch tokens on the red space of the Omen track +1. |
ID # | Set | Initial Text | Pass Effect | Fail Effect |
---|---|---|---|---|
1 | On the far side of the portal, you find yourself in a massive amphitheater, suspended in the vast emptiness of space. In the center, the Dark Man, presiding over a jury of faceless beings, informs you from his bench that humanity is on trial (-1). | The jury listen to your claims. As you list your accomplishments, you search for any indication of approval amongst the jurors (-1); add 1 success to your test result for each solved Mystery. If your test result is 3 or greater, place 1 Clue on the Ancient One sheet. Otherwise, humanity is declared guilty; lose 2 Sanity. | Despite your efforts, your well-reasoned arguments do not move the jury. The Dark Man strikes the bench with his gavel, unmaking you in an instant.
You are devoured. | |
2 | Underneath the ruins, a horrible maze stands between you and a ritual chamber you might use to help close the portal. Running through the labyrinthine corridors of the subterranean tomb, the walls often shift and fade, leaving you disoriented (-1). | In the center of the labyrinth, you attempt to convince a possessed madman not to destroy the ritual stones (-1). If you pass, he becomes quiet and allows you to complete your work; you may discard 1 Relic possession to place 1 Clue on the Ancient One sheet. If you fail, he attacks you; lose 2 Health. | As you round a sharp corner, the stone beneath your feet gives way, and you plunge silently into the chilling emptiness of the infinite void.
You are devoured. | |
3 | The high pitched howl of an ancient ritual reverberates throughout the energy-charged ruins, but the massive portal in the sky remains unaffected. You realize that one of the gargantuan standing stones is out of place, and try to move it (-1). | With a great rumble, a beam of pure white light fires into the portal. Immediately, your mind is assaulted by an elder being (-1); add 1 success to your test result for each solved Mystery. If your test result is 3 or greater, you shut the being out; place 1 Clue on the Ancient One sheet. Otherwise, gain 2 Madness Conditions. | Unable to complete the ritual, you collapse at the foot of the giant stone. In the sky above, the portal is ablaze with a dark fire. It pulses once, and swallows you whole.
You are devoured. | |
4 | The ritual causes the landscape to twist and shatter around you, dissolving into nothingness. The endless universe lays before you, the light of the stars your only guide. Lost and alone, you try desperately not to fall into despair (-1). | Resolved to survive, you attempt to divine the location of Earth (). If your test result is equal to or greater than the number of Eldritch tokens on the Omen track, you return home safely, place 1 Clue on the Ancient One sheet. Otherwise, servants of the Idiot God capture and torment you; gain 2 Injury Conditions. | Hopeless and so far from home, you fear that you will never make it back in time. No sooner than the thought crosses your mind, your guiding star flickers out.
You are devoured. | |
5 | Your heart sinks as a thundering bellow from the portal in the sky reaches you in the ancient ruins. You frantically attempt to invoke a magical seal to complete the ritual quickly, before the spawn of the Idiot God can pass through the portal (-1). | Before you can complete the final incantation, a single black tentacle snakes downward through the portal (); roll 1 fewer die for each Eldritch token on the Omen track. If you pass, the portal shrinks, severing the tentacle; place 1 Clue on the Ancient One sheet. If you fail, your concentration falters; resolve the fail effect. | Unfazed by your attempts to halt its advance, a horrifying mass of fleshy chaos emerges from the portal.
Spawn the Spawn of Azathoth Epic Monster on this space. | |
6 | Within the ruins, a shining crystal sits in an ornate box atop a pedestal. You think that you can use it to strengthen the ancient magic that protects the world, but once the sparkling gem rests in your hand, it is a struggle to avert your gaze (-1). | You resolve to fight the crystal's hold on you, but it will take all of your power (-1); you may spend up to 3 Health and up to 3 Sanity to roll 1 additional die for each Health or Sanity spent. If your test result is 3 or greater, it grows dim as its magic is spent; place 1 Clue on the Ancient One sheet. If you fail, resolve the fail effect. | Unable to master the crystal, a winged beast with three burnings eyes bursts from within and merges with your body.
Gain 1 Bane Condition, 1 Injury Condition, and 1 Madness Condition. | |
7 | A spawn of Azathoth has materialized from the darkening portal to attack the ritual site. You lead its attention away from the ritual in hopes of subduing it. As you skirmish with the writhing horror, you attempt to discern it weaknesses (-1). | Amidst the flailing tentacles you spot its pulsating heart. You utter a prayer to Nodens and attack (-1); you may gain a Dark Pact condition to roll 3 additional dice. If your test result is equal to or greater than the number of Eldritch tokens on the Omen track, the beast is slain; place 1 Clue on the Ancient One sheet. | The fetid abomination pierces your side with a razor-like talon and locks you in its gaze, eroding you to your very core. | |
8 | At the heart of the ruins, the eclipse reveals an ancient portal which leads to the domain of an elder god. You must summon the courage to enter the realm of the long-forgotten protector, or all that you have accomplished may become lost (-1). | Through the portal, you attempt to locate the master's dwelling (-1). If you pass, the elder god will help you for a price; you may spend 3 Health and 3 Sanity to place 1 Clue on the Ancient One sheet. If you fail or do not spend the Health and Sanity, you are returned home; resolve the fail effect. | Unable to live up to this responsibility, you turn your gaze heavenward. In the sky above you, the sun is occulted in its entirety, and the world falls into shadow.
Advance the Omen by 1. | |
9 | In the deepest chamber under the ruins, you find a tiny silver key. Upon touching it, you feel yourself slipping into another dimension. As you hurtle through space, you attempt to control the key's power and your final destination among the stars (-1). | The stars converge into a tall figure that you recognize as Umr at-Tawil. He offers to share his knowledge of the syzygy with you (-1). If you pass, you may gain a Dark Pact Condition to place 1 Clue on the Ancient One sheet. If you fail or do not gain the Condition, Yog-Sothoth's avatar ejects you from the void; spawn 1 Gate and move to that space. | Unable to control the stream of energy, you are drawn through a rift in time, and the key is destroyed. Spawn 1 Gate, move to that space, and encounter that Gate. | |
10 | With the portal glaring down upon you, and the world smothered by the eclipse, dark thoughts plague you. Can you really trust those close to you? What dark motivations could they be harboring (-1)? | You overcome your anxiety and resolve to complete the ritual to seal the portal, taking comfort in the presence of your allies and all they have done for you (-1); add 1 success to your result for each solved Mystery. If your test result is 3 or greater, place 1 Clue on the Ancient One sheet. Otherwise, the magic goes awry, a Monster ambushes you! | As you allow yourself to be consumed by the dark thoughts, they escape from the prison of your mind and take form.
Spawn 1 Monster on this space for each investigator on this space. | |
11 | The ancient civilization that built this place appears to have warded it against outsiders. You have somehow activated the security mechanism. Frantically, you search for a way to disable it (-1). | The guardian spirits of these ruins appear, and you implore them to help (); you may discard 1 Relic possession to roll 2 additional dice. If your test result is equal to or greater than the number of Eldritch token on the Omen track, the spirits will help; place 1 Clue on the Ancient One Sheet. Otherwise, the guardians banish you; move to a random space. | Ancient magic swirls around you and your allies, repelling all who do not belong.
Each investigator on this space moves to a random space unless he discards 1 Relic possession. | |
12 | The Messenger of the Old Ones stands before you amidst the ruins, and raises his right hand. If you have a Dark Pact, he pulls you into the Court of Azathoth, you are devoured. Otherwise, he informs you that your efforts have been in vain and demands to know your intent (). | Intrigued by your vow to seal the portal, he dissolves into a swirling black fog (-1). If you pass, you resist the hurricane winds and stinging pain and continue the sealing ritual; you may spend 1 Clue to place 1 Clue on the Ancient One sheet. If you fail or do not spend the Clue, resolve the fail effect. | A dark wind sweeps through the ruins, chilling you to the bone before it and the Messenger disappear into the portal.
Each investigator on this space loses 1 Sanity. Shuffle the Mystic Ruins Encounter deck. |
Rulings, clarifications, and reminders
When calculating the amount of Clues needed for Syzygy's Final Mystery, start with half the number of investigators, rounded up, then add two. This follows the standard mathematical order of operations—multiplication and division before addition and subtraction.[1]
References
Strategy[]
Please help improve this article or section by expanding it .
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Lore[]
Syzygy doesn't refer to an Old One. A syzygy is a cosmic alignment.[1]
References[]
- ↑ For more information about this, see the Syzygy (astronomy) page on Wikipedia.
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